Basic Math for Game Development with Unity 3D - Smith, Gregory;Sung, Kelvin
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  • Broschiertes Buch

Use Unity-based examples to understand fundamental mathematical concepts and see how they are applied when building modern video game functionality. You will gain the theoretical foundation you need, and you will know how to examine and modify an implementation.
This book covers points in a 3D Cartesian coordinate system, and then discusses vectors and the details of dot and cross products. Basic mathematical foundations are illustrated through Unity-based example implementations. Also provided are examples showing how the concepts are applied when implementing video game functionality,…mehr

Produktbeschreibung
Use Unity-based examples to understand fundamental mathematical concepts and see how they are applied when building modern video game functionality. You will gain the theoretical foundation you need, and you will know how to examine and modify an implementation.

This book covers points in a 3D Cartesian coordinate system, and then discusses vectors and the details of dot and cross products. Basic mathematical foundations are illustrated through Unity-based example implementations. Also provided are examples showing how the concepts are applied when implementing video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflection off arbitrary walls.
  • Produktdetails
  • Verlag: Apress / Springer, Berlin
  • Artikelnr. des Verlages: 978-1-4842-5442-4
  • 1st ed.
  • Seitenzahl: 424
  • Erscheinungstermin: 6. Dezember 2019
  • Englisch
  • Abmessung: 235mm x 155mm x 22mm
  • Gewicht: 639g
  • ISBN-13: 9781484254424
  • ISBN-10: 1484254422
  • Artikelnr.: 57676029
Autorenporträt
Kelvin Sung is a professor with the Computing and Software Systems division at the University of Washington Bothell (UWB). He received his PhD in Computer Science from the University of Illinois at Urbana-Champaign. Kelvin's background is in computer graphics, hardware, and machine architecture. He came to UWB from Alias
Inhaltsangabe
Chapter 1: Introduction and Learning Environment

Chapter Goal: Sets the context, describes prerequisite knowledge, discusses learning philosophy, guides to install, and presents a very brief tutorial on working with Unity.

Sub-topics

1. Philosophy, Background, and What You Will Learn

2. The Platform of Learning: Unity

3. C# Scripting: Modifying Behaviors in Unity

Chapter 2: Points and Bounds

Chapter Goal: Begins coverage with something very simple. Presents points, distances, and applications of these simple concepts

Sub-topics

1. Points and Distances

2. Colliders: Spheres
3. Ranges and Intervals